Balto-the-Wolf-Dog

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About Balto-the-Wolf-Dog

  • Rank
    Aerospace Engineer

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  • Location Alaska
  • Interests Flying
    An artist with dangerous engineering tendancies

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  1. Balto-the-Wolf-Dog

    [1.3.1] Prakasa Aeroworks

    That's really cool to hear, particularly given the pretty-shoddy-in-retrospect craftsmanship on everything before Jalakag or so, when I hadn't quite figured topology out. I'd like to say I'm going to rebuild all the old stuff from the ground up, but so far attempts to that end have resulted more in spiritual successors than in faithful overhauls (hence the last 2.5 pod not being a real Kalpana replacement), so for now I'm just going to forge ahead. Any particular profile/style requests? It might be a little while given I have to rebuild my unity environment from scratch, but I'm pretty sure I mostly remember how to do it.
  2. Balto-the-Wolf-Dog

    [1.3.1] Prakasa Aeroworks

    Hey guys, sorry for being absent for so long. 2018 turned into a rollercoaster year for me, and it happens that part of that rollercoaster was getting a real job in 3d art. As much as I love my job, I have to admit that working in 3ds max all day does somewhat dampen my enthusiasm to open it back up when I get done. That said, I'm not here to say I won't be maintaining this project. I've finally gotten settled in a new house and discovered there's a new project to mod VR support into KSP, so I'm poised to dive/be dragged back in. I'm afraid I can't promise that I'll ever be as fast as I once was (at the time I had literally nothing else to do), but hopefully I can get this cleaned up and maybe knock out a new cockpit every once and awhile. Looking forward to not being dead; it's cool to know people still use this pack after I've failed to update it for a year. In the meantime, I'm pretty sure everything should be hunky dory as far as compatibility goes. I haven't actually tested it though, so correct me if I'm wrong. I'll make sure I ax that when I update. Could have sworn I got rid of it, but I must have never actually pushed that update. I don't have any better excuse for that than "college". It's probably more accurate to say I'm lazy and forgot.
  3. Balto-the-Wolf-Dog

    [1.3.1] Prakasa Aeroworks

    Oh hell, I probably accidentally dragged my copy of MM in there at some point ages ago while doing something else. Weirdly it doesn't error me, so I never noticed. Just delete it.
  4. Balto-the-Wolf-Dog

    [1.3.1] Prakasa Aeroworks

    Welcome to Prakasa Aeroworks v0.8: "Southern Cross Plays Softly In the Distance"! Now with: Two more Mk2 pods! My very own fuselage profile! Adapters! Yet another 2.5m pod! 2.5m pods now have a new look, but the same great taste! There are two completely distinct engines here. The one up top is a bi-modal similar to the RAPIER and about 70% more powerful. Not quite as good as two rapiers, but considering TWR, probably close. The lower one is a SCRAM that won't fire at low altitudes or airspeeds, much like chikana.
  5. Balto-the-Wolf-Dog

    [1.3.1] Prakasa Aeroworks Pods and More

    Welcome to Prakasa Aeroworks v0.8: "Southern Cross Plays Softly In the Distance"! Now with: Two more Mk2 pods! My very own fuselage profile! Adapters! Yet another 2.5m pod! 2.5m pods now have a new look, but the same great taste!
  6. Balto-the-Wolf-Dog

    [Plugin][WIP][1.3.1] PEngin - Procedural Engines

    You have no idea how long I've wanted an engine and nozzle designer. That's easily 60% or rocketry, and effectively eliminates the need for lots of niche engines. No idea how practical it would be, but since rocket engines basically always reduce to expanded gas, a lot of versatility could be gained by reducing engine creation similarly. The need for engine types would be eliminated, and hybrids like afterburning nuclear and air-augmented rockets would be to the user to invent. I would absolutely love to see freeform engine design develop; it would bring the fun of trying to develop the perfect kracken drive and put it in a reasonably realistic setting.
  7. Balto-the-Wolf-Dog

    [1.3.1] Prakasa Aeroworks

    Kalpana fans rejoice! After making a rather poor showing of an attempted three-view rebuild, I'm now working with the original and redrawing every single polygon! Making surprisingly decent time too. Toward the fore and aft you can still see the horrifying knot of polygons that were responsible for the original Kalpana's "inconsistent" appearances, but they're being replaced row by row and I'm quite happy with how things are coming along. That said, I admittedly have absolutely no idea how I'm going to do the windows, so if anyone has any pointers when it comes to modeling large, curved, geometrically complicated holes, that would be greatly appreciated. My plan is to finish reworking the whole airplane, then rebuild the original 2.5 Kalpana as close as I can to the original. I don't expect the results to be exact, but if you're a Kalpana user, they shouldn't be too jarring either. They should also be much, much nicer to look at and use. The aircraft as a whole I mostly want for FSX development, but she's a strong snap-together candidate too. What I'll probably do is release a companion pack containing snap-togethers for full scale Kalpana and the tandem wing airplane from earlier in the thread, or perhaps simply dedicate an update to them. I don't care for release clutter, so I prefer the latter option between them, but that would add a firespitter dependency to Prakasa for the propellers used only in those models. As such, I'll separate if preferred. For those unfamiliar with Kalpana's origins, the spoiler below contains some nice big images of the three-year-old, horrifically polygoned SketchUp model. I've always loved her lines, and I'm finally confident enough to clean her up and make her presentable. I can't wait to fly her, and that's always good for productivity. Side note: You may have noticed that Jalakag has a bit of a belly. That's a side effect of my originally having built to the physics profile instead of the visual one, and I didn't catch it until recently. It's corrected now, but since it's a fairly minor visual anomaly and I've already got some update-worthy work sitting in the wings, I probably won't bother hotfixing for it in the meantime. That is, unless someone wants me to. It would be as simple as writing the part file one more time and uploading.
  8. Balto-the-Wolf-Dog

    [1.3.1] Prakasa Aeroworks

    1.3.1 is just a localization fix AFAIK. No affect to Prakasa Meanwhile: Keeping the momentum up this time
  9. Balto-the-Wolf-Dog

    [1.3.1] Prakasa Aeroworks Pods and More

    Sorry guys, screwed up a config file for the science module. See Spacedock for a file with the issue hotfixed. 50% uploaded at time of posting. Edit: Keeping the momentum up
  10. Balto-the-Wolf-Dog

    [1.3.1] Prakasa Aeroworks

    Sorry guys, screwed up a config file for the science module. See Spacedock for a file with the issue hotfixed. 50% uploaded at time of posting.
  11. Balto-the-Wolf-Dog

    [1.3.1] Prakasa Aeroworks

    Version 0.7! Now featuring Mk2 parts and confirmed 1.3.1 compatibility!
  12. Balto-the-Wolf-Dog

    [1.3.1] Prakasa Aeroworks Pods and More

    Version 0.7! Now featuring Mk2 parts and confirmed 1.3.1 compatibility!
  13. Balto-the-Wolf-Dog

    ModuleAnimateThrottle Questions

    That is exactly the kind of thing I was hoping was supported. Thanks mate.
  14. Balto-the-Wolf-Dog

    ModuleAnimateThrottle Questions

    As usual, I've managed to work myself into an awkward corner by creating something weird, in this case a twin engined... engine. The upper nozzle is a rapier style open/closed cycle, and the lower is a SCRAMjet. The upper nozzle is treated as a multi-mode engine as per normal, and the lower is a completely separate engineFX such that the part has two "activate engine" buttons (SCRAM and Bi-modal), and one "switch mode" (for the bi-modal). Through some miracle I actually got away with that engine config, but I ran into a bit of a problem with my emissive animations. I separated the SCRAM nozzle from the rest of the skin so I could animate it separately, but the trouble is there doesn't seem to be a way to instruct the ModuleAnimateThrottle in which engineFX it should be paying attention to. MODULE { name = FXModuleAnimateThrottle animationName = SCRAMAnim dependOnEngineState = True dependOnThrottle = True preferMultiMode = False layer = 2 } MODULE { name = FXModuleAnimateThrottle animationName = MK2ThrusterGeneralAnim dependOnEngineState = True dependOnThrottle = True preferMultiMode = True layer = 1 } So, while the GeneralAnim (for the upper nozzle) works perfectly, the animation for the SCRAM simply also parents itself to the multi-mode engine. I tried layering the SCRAMjet and its animations ahead of the bi-modal (specifically ahead of Module MultiModeEngine) to trick KSP into executing in that order, but that broke the whole engine stack. Is there anything I can pull to make this happen, or is that not something I can crowbar out of KSP? It's not explicitly necessary that the SCRAM nozzle animates as it's pretty subtle, but I'd like it to if I can get away with it.
  15. Balto-the-Wolf-Dog

    [1.3.1] Prakasa Aeroworks

    There are two completely distinct engines here. The one up top is a bi-modal similar to the RAPIER and about 70% more powerful. Not quite as good as two rapiers, but considering TWR, probably close. The lower one is a SCRAM that won't fire at low altitudes or airspeeds, much like chikana.